*Surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo

+

*One of Tager's few Jump cancels

*After doing 5B > 2B > 5B you cannot cancel into 2B again.

*After doing 5B > 2B > 5B you cannot cancel into 2B again.

*Fundemental part of the low/throw mixup, but beware of normals that avoid both.

*Fundemental part of the low/throw mixup, but beware of normals that avoid both.

+

+

A standard feature of Tager's mixup, 5B and 2B both serve as a useful low poke that can go into reasonable damage. While 2B boasts a much quicker recovery, reduced hurtbox and slightly more damage, 5B has a much wider selection of cancel options and a generally better hitbox, making it generally more useful if you know you're going for blockstrings or are just performing a combo.

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*Can combo into itself on air and ground counterhit.

*Can combo into itself on air and ground counterhit.

*Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities.

*Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities.

−

A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit.

+

A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with 6C to lead into some truly nasty damage.

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Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all.

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Like a worse 5A with fewer cancel options a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless.

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*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage.

Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead.

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*Used in corner combos after a 5D air hit.

*Used in corner combos after a 5D air hit.

−

Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing.

+

Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily if you scoop them off the floor with it (Such as after a 3C counterhit or a 5D air hit into the corner).

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*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.

*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.

*Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter.

*Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter.

−

*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit.

+

*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit.

*Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead.

*Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead.

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*Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.

+

*Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.

*Attractive to mangnetised opponents during startup and active frames.

*Attractive to mangnetised opponents during startup and active frames.

*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.

*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.

−

*If the preceeeding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.

+

*If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.

Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!

Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!

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Revision as of 13:56, 5 June 2018

Iron Tager

ERROR CharData-BBCF using unknown character, capitalization matters

Movement Options

Magnetism, no Double Jump, no Airdash, no Run, J.C, moving the opponent instead.

Overview

Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.

In terms of gameplay, Tager is an archetypal Grappler who uses powerful unblockable grab moves and guard point moves to deal high damage combos. While lacking strong mobility to close in on his opponents, Tager has the ability to magnetise his opponents in order to pull them towards him instead, as well as opening up various combo options which lead to better damage.

Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 1000F). When the opponent is magnetized, certain attacks will pull in the opponent (Mores that attract aren't always moves that inflict magnetism and vice versa). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.

While grounded, the pull effect is fairly controllable and normally has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.

In all cases, players performing distortion drives are completely unaffected by magnetism.

Overdrive: Voltic Field

Magnetized opponents are constantly pulled towards Tager,

All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)

Spark Bolt Gauge fills up four times as fast

All moves that apply magnetism apply the maximum amount on hit or block.

Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.

Strengths/Weaknesses

Strengths

Weaknesses

Highest health total in the game.

Really good close range game

Huge comeback potential

High meter gain on magnetized opponents

High level pokes for easy confirms

Fairly large hitbox moves

Backdash has many invincible frames, useful for getting out of nasty situations

Very effective at punishes

Possesses the fastest projectile in the game

Big hurtbox, allowing for easy fuzzy/unblockable setups

Lack of mobility

Has trouble against zoners

Spark Bolt not always accessible

Gameplay revolves around corner and magnetized opponents

Requires knowledge and a lot of patience to win at high levels

Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise

5B

Fundemental part of the low/throw mixup, but beware of normals that avoid both.

A standard feature of Tager's mixup, 5B and 2B both serve as a useful low poke that can go into reasonable damage. While 2B boasts a much quicker recovery, reduced hurtbox and slightly more damage, 5B has a much wider selection of cancel options and a generally better hitbox, making it generally more useful if you know you're going for blockstrings or are just performing a combo.

5C

Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos.

Can combo into itself on air and ground counterhit.

Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities.

A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with 6C to lead into some truly nasty damage.

2A

Like a worse 5A with fewer cancel options a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless.

2B

After doing 2B > 5B >2B you cannot cancel into 5B again for that string.

In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time.

6A

Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move.

Negative knockback, opponents are knocked towards you when it connects in any way.

Groundslides opponent on air hit, especially if they were low to the ground at that time.

Has Super Armor throughout the charge animation against non-low attacks.

Large hitbox that encompasses the large spark around Tager's hand, overall reach similar to 5C.

Tager's only normal that can cancel into his command throws.

Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that removes the need to dash or jump cancel like other characters would need to. It's advised to use this only at the beginning of combos, using this at the end of them where a lot of time has passed is ill-advised.

This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into 2C, 6B and 236A but if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger as well, allowing a lot of combo possibilities.

Max Charge

1000

Mid

52

7

37

-27

B

Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm.

6B

Now forces crouching on standing hit allowing combos into, and out of, A sledge

Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance.

Has Foot invulnerabity on start-up, allowing you to counter low hitting pressure.

Moves Tager forward slightly

An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal has foot invulnerability and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out.

6C

Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.

Floor bounces on any kind of hit, can be jump cancelled into various combos.

Massive hit damage and a bonus 10% proration the first time it's used in a combo, you'll want to work this into your combos as much as you can get away with.

Can be used as a poke at large distances, but it extends Tager's hurtbox forward thus it can can be stuffed and its hitbox doesn't extend as high as you might think, making it only really able to catch jumpouts. 5D is generally a much safer option. Inside combos however it's a very useful tool to boost damage, especially in the corner where you can loop it with 5D to pile on the damage and magnetism.

j.B

Floorbounces on counterhit against airborne opponents. Opponent is floorbounced higher if they were higher up to begin with, allowing you to use the same followups from various starting heights.

General purpose jump in attack with a huge active time.

The air normal that other characters wish they had. Generous active time and hitbox that leads to decent damage in mose cases and pads out other combos. Sees use instead of Gadget finger in a number of cases as a meaty oki tool to keep your opponent closer than Gadget Finger allows.

j.2C

Ends all air momentum on startup, Tager falls straight down once the move goes active.

Has a fast startup version when used very close to the ground.

Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B. In neutral it functions as a punish if you find yourself airborne. Otherwise it's a very risky air-to-ground move, since it's very punishable itself on block.

The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it.

Drive Moves

5D

Causes the enemy to be magnetised for 300F (1000F during OD) and also attracts magnetised opponents during startup and active frames.

His only grounded drive that is special cancellable.

Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest.

On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.

On air hit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well.

Gains Body and Projectile guard point during overdrive.

Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs.

Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. If used as a combo ender or on a random hit you cannot follow up, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter.

2D

2D

Be careful of using this move. Whiffing this move can result in unwanted situations.

If Tager connects with this move on hit or block, recovery starts immediately, giving a consistent frame advantage regardless of how late it hits.

No cancels possible outside of Rapid cancels.

Gains Foot and Projectile guard point during overdrive.

Hitbox much smaller than it looks, encompassing basically just Tager's hand, extending to the floor.

The command dash that absolutely should not be spammed. 2D sees use in closing short gaps and ending some corner combos, but its use is limited to ocasionally punishing some moves at range, and also ducking under some moves that cannot hit lows to score a very highly damaging fatal counter. When using it in neutral, expect to land it on block since it is very telegraphed, however it does leave you at a slight advantage and very close to your opponent, a very nice place for Tager to be.

In overdrive, this move becomes much more interesting as it is the only meterless move Tager has with a foot guardpoint, allowing him to advance on characters who have long ranged Foot attribute moves that normally stuff Sledgehammer (Such as Kagura and Es).

No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing hit

Gains Body and Projectile guard point during overdrive.

Tager's only quick drive move, often used at the end of blockstrings and combos to add a bit of magnetism and recover with them still very close. Can be used in some cases as an alternative to Gadget finger to force a tech sooner than they usually expect and get a reset. In some cases 4D can be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky. Very effective tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it, but that leads to its own mixup.

j.D

A slow move with huge untechable time. Causes opponent to be magnetized.

Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing.

Often used in Fatal Counter combos, or after 6C for combos.

Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos.

Gains Head and Projectile guard point during overdrive, allowing it to win most air to air situations.

Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, getting a low hitting counterhit on a grounded opponent gives you a huge amount of advantage, making it possible to followup with Wedge Catapault or 6C to create a very damaging combo.
However, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop.

Universal Mechanics

Forward Throw

Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with.

Special cancellable.

Leads to a good bit of damage with the right combo, but remember that you'll be using atomic collider further down the combo, swapping sides, so bare that in mind when picking which throw to use.

Back Throw

Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C.

Leads to almost identical damage to forward throw, so which one to pick is a matter of which one gives you the best position advantage. Remember that you will use atomic collider in the followup combo, swapping sides again.

Air Throw

Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups.

Swaps sides.

Hard knockdown after a small bounce. Follow up by landing a lowest-possible j.2C, 5B... or j.C, 5C.

Has a longer reach than all other air throws.

Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if you miss and does lead to slightly more damage.

Counter Assault

Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead.

Attractive to maganetised opponents during startup and active time (Including extended active time)

Cannot be special cancelled into, except from 6A.

Small invulnerability window on frames 3-6

Bad whiff recovery, Tager is in a Counterhit state in this time.

Despite its appearance, the hitbox for the move extends all of the way down to Tager's feet, preventing it from being low-profiled.

Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)

Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver with holding extending his active time, but has similar invulnerability and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger.

While it might seem, as a Grappler, that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively.

Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage.

Untech time lasts until the opponent hits the floor

Poor P1, but excellent P2.

Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)

If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.

Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish.

Wedge Catapault, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (After a 5D standing Counterhit for example). As a starter, it allows for followup combos with 6c or a delayed 5c, though the overall damage from a combo with Wedge as the starter is somewhat low. The Catapult itself prevents the opponent from teching whilst they're spinning in midair, meaning that until they hit the ground there's no way to get away from the follow-up combo, or the follow-up, Impact Driver. Which route you go will depend largely on how much health they have left, with the combo giving more damage overall.

While it has an excellent P2, making it great for use in combos, be aware that the move requires a lot of time to fully perform, meaning that the remaining combo will be cut short due to hitstun decay.

Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded.

The moves this can be comboed into are as follows:
Gadget Finger (needs Rapid cancel)
5D Counter hit
j.D Counterhit (When performed very low to the ground)
B Sledgehammer counterhit.

Impact Driver

Deals 100% damage if Wedge catapault was the first hit of the combo. 50% minimum damage otherwise.

You can input the move at any time during Wedge catapault's recovery and it will connect.

Opponent is returned to the same side they were on when Wedge catapault grabbed them

Can be cancelled into Gadget Finger during the final recovery frames.

The impact driver followup is seldom used due to other combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo (Pretty much only possible from a Gadget finger RC), or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger.

Air Gigantic Tager Driver

Has no invulnerability like it's grounded equivalent, but it has a very long reach (outreaching most jumping jabs) so it doesn't tend to need it.

If the move is held at all, Tager is stationary in the air throughout the move and loses all air momentum. Otherwise he remains in the same jump arc.

Cannot be special cancelled into.

Attracts magnetised opponents during startup and active time, potentially dragging them across the entire screen, potentially punishing some air moves

Cannot hit grounded opponents, but will still pull them along the floor.

An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset.

Can be disrespectfully used during combos as a purple throw to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from j.A

While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.

Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate.

Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.

Switches sides on hit.

Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D/6A will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them!

B Sledge

Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups.

Causes a launching tumble on air hit or downed hit. Allows easy followups.

It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up.

Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.

Used in corner combos after a 5D air hit.

Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily if you scoop them off the floor with it (Such as after a 3C counterhit or a 5D air hit into the corner).

Gadget Finger

Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.

Attractive to mangnetised opponents during startup and active frames.

Hold D to extend active frames.

While it looks like it can only pick enemies off the floor, it is able to catch opponents in the airborne state (Which includes lying on the floor and jumping). The hitbox rises up enough enough to do combos where your opponent falls into an active gadget finger before they get a chance to tech as they reach the floor. For example 3C > 22D will connect.

Only usable if the combo you're doing has fully downed your opponent at least once (Floorbounces do not count).

3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect.

Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties:

When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been hit while standing.

The recovery from the move only begins once they touch the floor. So if they're magnetised and Tager uses an RC, he can fling the opponent around and they will be completely unable to tech until they reach the floor.

The recovery is affected as normal by combo length, fatal counter and, in the case of Jubei, crouching hitstun.

Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal.

100% minimum damage. Fixed 5% heat gain.

Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his "Driver" command throws, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so.

However, a smart player quickly notices that Gadget Finger allows much more than this option. For starters, it actually has infinite untech time due to it putting them in grounded hitstun in the air, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos.

The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match.

The combos that GF grant in this version aren't so well known. Even though GF drops farther back now, it actually had it's advantage after it increased, now allowing Tager to followup with 5A on characters like Arakune, Susanoo and another Tager. Fatal Counter allows GF > Spark Bolt on pretty much anyone, 5B on Tager, 5A > 3C on larger and wonky hitbox characters and even allows GF RC > 360B if the combo started with an FC. These combo paths however are more on the impractical side of the spectrum so it's better not to use them in serious gameplay.

Overall, with the new timeout and combos it gives, GF became a much more useful and threatening tool, while it's okizeme potential is left unchanged (it's harder to maintain it though due to the bigger distance between Tager and the enemy). Smart use of this move will pay off incredibly well, a 700-800 damage at the end of any combo via 360Bx2 isn't that bad either!

Voltic Charge

Stance move used to either charge up your spark bolt faster, or as a guard point trap.

Hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for.

Blocks Head, Body and Projectile atribute moves while held.

If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain.

A special move, therefore other moves can be cancelled into this to bait bursts and also a gimmicky way to make some moves "safe" on block.

Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can notice they've hit your guard point and simply cancel their blockstring into a low hit and score and easy counter hit on you. Therefore this is inadvisble to use to trap grounded attacks unless you're doing a hard read on a reversal (which typically don't hit low). Useful against air jump ins however, but beware of crossup attacks, even if your opponent has completely crossed over by the time you start using 236A, Tager will not change facing and will therefore do the additional attack the wrong way.

Spark Bolt

Magnetises for 420F (960F during OD). Does not attract magnetised opponents, unlike other drive moves.

Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt.

Charges up in 1000 frames (16 2/3 seconds) normally.

Charges four times as fast during Overdrive (Charges in approximately 4 seconds).

Wall bounces on hit, allowing combos from any range.

Can be used to extend combos.

A level 2 projectile, Destroys most projectiles without being destroyed itself.

Absurdly fast startup and projectile speed.

The projectile is large enough to hit floorsliding opponents (Such as from 5D's air hit), but will miss fully downed opponents.

Tager's own chest has a hitbox at the start of the active frames, effectively removing the deadzone from where the sparkbolt spawns. If Tager hits with this chest hitbox, the projectile itself will not appear. The chest hitbox otherwise behaves identically to hitting with the bolt itself.

A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. In combos its big untechable time, quick startup, long range magnetism and big damage makes it an extremely useful tool for extending combos that would otherwise fail due to hitstun reduction or just pushing the opponent out of range. It's particularly useful for turning random 5D hits into full combos since it will combo from air and ground hits with a generous amount of time to react to the hit.

Crimson Punisher

Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.

Huge hitbox underneath Tager.

Disables bursts on hit.

Can only be used once per jump.

During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.

Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.

Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit).

Can be used as a reversal due to its guard point (Which guards against HBFP), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked since you will eat the worst possible combo your opponent has available otherwise.

Combos nicely after 6B air hit, 6C, 2C (If magnetised) and somewhat awkwardly in other scenarios.

Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. Bare in mind that a rapid cancel won't remove the massive hitstop on the final hit.

Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.

Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to use Rapid Cancels in most combos since they tend to give more damage. It is still useful as a wakeup reveral, but be aware that opponents hitting the guard point can Rapid Cancel in response to seeing the superflash and block, making it somewhat unreliable.

In Overdrive however, this move and its followup suddenly become disgustingly damaging. If you wish to use it in this way, use MTW as early as you can in the combo to maximise damage.

Terra Break

Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early.

Blows opponent away on hit, wallbounds and forces hard knockdown.

Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.

If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.

Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!

If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves.

Overdrive version magnetises opponent for the maximum duration of 1000F in addition to dealing much more damage.

Tager's signature Distortion drive, but sadly with less damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. Ideally used more as a reversal than a punish unless you really need your combo to be burst proof or your punish window isn't large enough for 5C to connect. This isn't a move to be thrown out lightly since anyone familiar with fighting against Tager will be keen to bait this move out with their own jump cancellable normals and other throw safe moves. Try to use it at more unpredictable times, and take advantage of the fact that it can pull in enemies from a surprising distance before it goes active, often pulling enemies in from what seems to be a safe distance. For example you can use it to catch Ragna using his 5B at full range if he is magnetised.

Sadly, unlike other Distortion drives, this move requires you to commit 50 Heat up front to even attempt it (There's no way to combo into it), and even if it hits, you have no way to follow it up with any other move and they are free to tech roll away. For this reason you generally want to use this as a round ender rather than a way to do big damage mid round.

Exceed Accel

Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying.

Launches opponent far away from Tager, unfortunately.

10% minimum damage.

Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain.

Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter.

Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left.

Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities.

During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. It does combo off pretty much anything however.

Kinda invulnerable, but not really. On fastest startup your opponent can poke you out on reaction to the superflash.

Can catch airborne, downed, standing and crouching enemies as long as they're inside the hitbox in front of Tager.

Unblockable attack, Looks like a command throw but cannot be throw rejected.

Combos easily after Spark Bolt, or even more easily after Wedge Catapult.

Not as easily comboable as other Astrals due to the long startup, but still quite usable as a hail mary due to the strong attraction and huge unblockable hitbox. Difficult to use on reaction however due to the long input that needs buffering.